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SIlkentoes

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Everything posted by SIlkentoes

  1. I thought of use the Alchemy skill, so, Artifact method, but I also considered using Magic, ae, the gift to enchant the materials. Using poisons seems the simplest and it makes sense, provided they have the materials. There have also been suggestions of using herbalism in conjunction with any actual potion-making skills. I don't think there's necessarily a "right" way, and so many things actually work.
  2. Are there stats on the My'Hal, the wolves in Galgados?
  3. I've been wondering this for a while. If I have 3s in STR and CON, and use Uncommon size to go down to size category 1. . . What is the range of height/weight? Is there an official ruling? I'm a little iffy on the ruling for size 2, as well. Eight inches tall and ten pounds?
  4. I thought ambivalence added to the total, not each individual power. My math would be +60 potential split into 6 groups of +10, plus the +30 also split into the six groups, then add the +10 to each, then figure the courage. . . So, shorthand:: (60/6) + (30/6) + 10 = 25 (then increase to next level) making 40 or Basic difficulty at worst. I don't have the page, so I can't say whether that changes anything or not. Did I misunderstand?
  5. 150 is actually pretty good for Those Who Walked. I found three copies, one was in France and after shipping would have been 250, one was in Italy and they wouldn't sell international, that last was 135 after shipping and from Seattle. I wouldn't bet on finding a better deal. The digital copies are missing pages anyway.
  6. I don't for Anima, but I'd be willing to join one.
  7. I thought it was already fixed in the Core Exxet? It was a math error, and they fixed it. If you use Core, it works. Core Exxet, it doesn't. EDIT:: I don't use a lot of Ki, so I don't actually know all the details.
  8. A glowing green ki squirrel leaps from the user at his target to maul him. Of course, the color/animal would depend on the character and what their totem might be.
  9. All penalties in the system are steep compared to the bonus. The -40 seems fair, considering how extreme other penalties get.
  10. No restrictions other than gnosis (20) The drawback is the maintenence and the difference in gnosis. Create monstrosity-- 8 per round (3 seconds) gnosis 20 Create being-- 50 per day (24 hours) gnosis 25 To break it down, Monstrosity is costing you 86400 points of zeon/day vs 50, and can't learn abilities as powerful as create being.
  11. I know it's been discussed before in other posts, but I still don't have a workable understanding of how it is decided, which is only a secondary problem right now. The primary issue is twofold. 1) Per the rules, it doesn't change. 2) Per the Core book, a dragon's Natura/Gnosis changes depending on their age/level. I can't reconcile the two. Is there any way to explain this so that the rules make sense? or are at least uniform across the world.
  12. I think Navigation would be more relevant than Piloting, since you're attempting to control a vessel that was originally sea-based. The controls would still be for a ship so, knowledge of how to control a glider or other flying vehicle wouldn't translate correctly.
  13. I just had a thought to offer. You can use it on the ship, but to make it actually fly would be a check on the captains relevant secondary ability. I don't have a sheet on me, but Navigation sounds right. The difficulty would be relatively high as well. Let's go with 240. Beat it by 50 or less, you can control it for five turns, then roll again. 51-100, an hour, then roll again. 100+, you can control it just fine. Miss by 50 or less, nothing happens. 51-100, the ship teeters and you have to make an acrobatics check at 80 to remain on board. (STR 12 if holding on) 100+, the ship bucks like a horse, acrobatics 180, STR 16. That's just how I see it possibly working. Yes, the ship -can- fly, but can you control when/if it does?
  14. I meant the Balzaks, and I didn't mean the whole race as an enemy. I was more thinking an influential city/village/settlement of the race. Somehow the character has gotten on their bad side enough that they actively hate him. Maybe he killed the chieftain's daughter and that chieftain has enlisted other settlements to keep watch, maybe send out scouts to find him. Same as if it were a human enemy, but from another sentient race. . . .and demon ally, I figure it'd be more for help with info-gathering, knowledge-related. Quid-pro-quo in most cases. Thanks for the replies!
  15. What is your view on taking Powerful Ally/Contact/Enemy with a demon lord of some sort? or some other sentient creature/race? Those lizardfolk? Can't remember their name.
  16. I'm just happy that some of my ideas were included and haven't been hammered into dust, yet.
  17. It is plenty generous. Thank you for the help.
  18. I thought of one. I thought it was a one point, but then realized that as the game progresses it actually gets worse. Contrary, any power that another party member/opponent has is unusable by this character. As one party member learns Ki, the damned one loses his abilities. Magic-user? If the foe has identical spellset, this character loses those spells. If he's Contrary -and- Natural (spell-less) caster he'd lose the Gift entirely. Not permanenty, just as long as someone close has the abilities. HIs abilities -must- be unique to the group, or they are "locked" away.
  19. I'm sorry if this has been asked before, but I couldn't find the answer. On p. 14 of Dominus it describes using martial knowledge before you have it, as long as you don't use more than 50 above. On p. 15 of the GM toolkit it says only use 1/4 of MK for Low Super and 1/2 MK for Medium Super. So, the questions I have are thus. If I have 100 MK total, and it's a low supernatural level campaign, and I want Use of Ki, would that work? The math: 1/4 * 100 = 25 (+15 borrowed) Would I roll the POW check at -1 (for 10) or -2 (for 20)? The math: 15 rounded up = 20; 15 rounded down = 10 I know I apply the modifier to my own POW, but what am I rolling the POW check against?
  20. In Gaia vol. 1, if you bond with a dragon, you stop aging. You can still die from massive damage, but you'd be essentially immortal.
  21. I apologize for sounding like I was bickering. Just trying to understand. Thank you for your reasoning, I can use that to alter the numbers. I also looked at the weapons Dalerik made. It -is- a good list, but I felt that went without saying.
  22. It's not a basic weapon. I used 1 CP to allow my character to have it. It's not an artifact, and it really doesn't have any special abilities that would make it something people would drool over. The character is a florist, a gardener, and I wanted him to have a weapon that reflected that. Plus, the example you show is more powerful than my hedgeklippers once you do the math. It's possible to start a campaign with Ji, and because the requirement is Attack of 120, you can swing twice. The speed of mine is -85 versus the +5 of Ji. So two swings with 65 is 130 damage vs a possible 190 (380, if you assume I swing twice, which sounds brutal, but wait). With a speed of -85 I'll most likely have the lowest initiative. If I spend the DP to get to 100 attack, my defense is so low that I'll constantly be on the defensive, so never get to swing. If I go the other way, my attack is low enough that my odds of hitting are almost nil, but my defense is high enough that I can swing. Counter-argument, Ambidexterity + two zweihanders (+5) = 200 damage. This nets a higher damage, and better odds of hitting. If you assume an attack of 100, the damage is even higher. Over-all, the CP and DP cost would be the same, but the clippers would fail on the front of practicality. If I apply the rules from the Core Exxet, the speed of the clippers would be even lower, thereby making them even less practical.
  23. If I recall how I figured, I looked at the two-handed sword for a reference. If you're using clippers where each blade is the size of a two handed sword wouldn't the stats (including damage) be similar to dual wielding? Difference is the difficulty in using. Maybe make it combined Large/Improvised type, instead of just Large. Makes sense. Is there a formula for making weapons? Is there a ruling on what a good ratio of stats? If there is, it would be helpful. If not, I'll keep it as written. Unless someone tells me how to fix it, I can't in good faith change it.
  24. Hedgeklippers (+5 quality): A giant set of hedge clippers, used for fighting the most tenacious of weeds. Damage: 190 Req. STR (two-handed) 10 SPD: -85 Fort: 37, Breakage: 14, Presence: 90 Type: Large Sword Primary/Secondary: Cut/Impact Special: Complex, Trapping weapon That's what I have written. If anything looks wrong, it may be my error. I had it figured as a +5 quality so the quality changes are included, but I might not have them all written here.
  25. One of my characters is a florist, so I custom-made giant hedge-clippers. I could add them if I can find the sheet,
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